-externalized assignment (repair, doctor, training) constants to ja2_options.ini, and added a few for good measure ;)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@432 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2006-08-13 17:03:12 +00:00
parent 78a7d89dad
commit 9d484e219c
12 changed files with 167 additions and 79 deletions
+3 -1
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@@ -1063,7 +1063,7 @@ UINT8 ChanceOfItemTransaction( INT8 bArmsDealer, UINT16 usItemIndex, BOOLEAN fDe
// Madd
if ( !fDealerIsSelling && fBobbyRay )
ubChance *= gGameOptions.ubBobbyRay;
ubChance = min(100,gGameOptions.ubBobbyRay * ubChance);
// if there's any uncertainty
if ((ubChance > 0) && (ubChance < 100))
@@ -1181,6 +1181,7 @@ UINT8 HowManyItemsAreSold( INT8 bArmsDealerID, UINT16 usItemIndex, UINT8 ubNumIn
UINT8 HowManyItemsToReorder(UINT8 ubWanted, UINT8 ubStillHave)
{
UINT8 ubNumReordered;
DebugMsg(TOPIC_JA2, DBG_LEVEL_3,String("HowManyItemsToReorder: wanted = %d, still have = %d",ubWanted, ubStillHave));
Assert(ubStillHave <= ubWanted);
@@ -1197,6 +1198,7 @@ UINT8 HowManyItemsToReorder(UINT8 ubWanted, UINT8 ubStillHave)
break;
}
DebugMsg(TOPIC_JA2, DBG_LEVEL_3,String("HowManyBRItemsToOrder: reordered = %d",ubNumReordered));
return(ubNumReordered);
}
+1 -1
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@@ -252,7 +252,7 @@ void ProcessStatChange(MERCPROFILESTRUCT *pProfile, UINT8 ubStat, UINT16 usNumCh
usChance = 100 - (bCurrentRating + (*psStatGainPtr / usSubpointsPerPoint));
// prevent training beyond the training cap
if ((ubReason == FROM_TRAINING) && (bCurrentRating + (*psStatGainPtr / usSubpointsPerPoint) >= TRAINING_RATING_CAP))
if ((ubReason == FROM_TRAINING) && (bCurrentRating + (*psStatGainPtr / usSubpointsPerPoint) >= gGameExternalOptions.ubTrainingSkillMax))
{
usChance = 0;
}
+1 -1
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@@ -38,7 +38,7 @@
// training cap: you can't train any stat/skill beyond this value
// Madd
#define TRAINING_RATING_CAP 100 // 85
//#define TRAINING_RATING_CAP 100 // 85
// stat change causes
#define FROM_SUCCESS 0
+1
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@@ -116,6 +116,7 @@ void StartBombMessageBox( SOLDIERTYPE * pSoldier, INT16 sGridNo );
BOOLEAN HandleCheckForBadChangeToGetThrough( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTargetSoldier, INT16 sTargetGridNo , INT8 bLevel )
{
BOOLEAN fBadChangeToGetThrough = FALSE;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleCheckForBadChangeToGetThrough"));
if ( pTargetSoldier != NULL )
{
+4 -3
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@@ -7605,6 +7605,7 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( UINT8 ubID, BOOLEAN fCalledByAttacke
SOLDIERTYPE * ReduceAttackBusyCount( UINT8 ubID, BOOLEAN fCalledByAttacker )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("ReduceAttackBusyCount") );
if ( ubID == NOBODY )
{
return( InternalReduceAttackBusyCount( ubID, fCalledByAttacker, NOBODY ) );
@@ -7620,7 +7621,7 @@ SOLDIERTYPE * FreeUpAttacker( UINT8 ubID )
// Strange as this may seem, this function returns a pointer to
// the *target* in case the target has changed sides as a result
// of being attacked
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("FreeUpAttacker") );
return( ReduceAttackBusyCount( ubID, TRUE ) );
}
@@ -7629,7 +7630,7 @@ SOLDIERTYPE * FreeUpAttackerGivenTarget( UINT8 ubID, UINT8 ubTargetID )
// Strange as this may seem, this function returns a pointer to
// the *target* in case the target has changed sides as a result
// of being attacked
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("FreeUpAttackerGivenTarget") );
return( InternalReduceAttackBusyCount( ubID, TRUE, ubTargetID ) );
}
@@ -7638,7 +7639,7 @@ SOLDIERTYPE * ReduceAttackBusyGivenTarget( UINT8 ubID, UINT8 ubTargetID )
// Strange as this may seem, this function returns a pointer to
// the *target* in case the target has changed sides as a result
// of being attacked
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("ReduceAttackBusyGivenTarget") );
return( InternalReduceAttackBusyCount( ubID, FALSE, ubTargetID ) );
}
+4
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@@ -331,6 +331,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
case 430:
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"AdjustToNextAnimationFrame: case 430");
// SHOOT GUN
// MAKE AN EVENT, BUT ONLY DO STUFF IF WE OWN THE GUY!
SFireWeapon.usSoldierID = pSoldier->ubID;
@@ -714,6 +715,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
if ( ( pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST && pSoldier->bDoBurst > Weapon[GetAttachedGrenadeLauncher(&pSoldier->inv[HANDPOS])].ubShotsPerBurst) || (pSoldier->bWeaponMode != WM_ATTACHED_GL_BURST && pSoldier->bDoBurst > ((pSoldier->bDoAutofire)?(pSoldier->bDoAutofire):(GetShotsPerBurst(&pSoldier->inv[HANDPOS])))) )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"AdjustToNextAnimationFrame: Burst case 448, stopping because burst size too large");
fStop = TRUE;
fFreeUpAttacker = TRUE;
}
@@ -721,6 +723,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
// CHECK IF WE HAVE AMMO LEFT, IF NOT, END ANIMATION!
if ( !EnoughAmmo( pSoldier, FALSE, pSoldier->ubAttackingHand ) )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"AdjustToNextAnimationFrame: Burst case 448, stopping because not enough ammo");
fStop = TRUE;
fFreeUpAttacker = TRUE;
if ( pSoldier->bTeam == gbPlayerNum )
@@ -734,6 +737,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
bWeaponJammed = CheckForGunJam( pSoldier );
if ( bWeaponJammed == TRUE )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"AdjustToNextAnimationFrame: Burst case 448, stopping because weapon jammed");
fStop = TRUE;
fFreeUpAttacker = TRUE;
// stop shooting!
+7
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@@ -1333,6 +1333,7 @@ void CheckForFreeupFromHit( SOLDIERTYPE *pSoldier, UINT32 uiOldAnimFlags, UINT32
// THIS IS CALLED FROM AN EVENT ( S_CHANGESTATE )!
BOOLEAN EVENT_InitNewSoldierAnim( SOLDIERTYPE *pSoldier, UINT16 usNewState, UINT16 usStartingAniCode, BOOLEAN fForce )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"EVENT_InitNewSoldierAnim");
UINT16 usNewGridNo = 0;
INT16 sAPCost = 0;
INT16 sBPCost = 0;
@@ -2827,6 +2828,7 @@ void EVENT_FireSoldierWeapon( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo )
pSoldier->bBulletsLeft = __min( pSoldier->bDoAutofire, pSoldier->inv[ pSoldier->ubAttackingHand ].ubGunShotsLeft );
else
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"EVENT_FireSoldierWeapon: do burst");
if ( pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST )
pSoldier->bBulletsLeft = __min( Weapon[GetAttachedGrenadeLauncher(&pSoldier->inv[pSoldier->ubAttackingHand])].ubShotsPerBurst, pSoldier->inv[ pSoldier->ubAttackingHand ].ubGunShotsLeft );
else
@@ -5167,6 +5169,7 @@ void TurnSoldier( SOLDIERTYPE *pSoldier)
{
if ( ( (gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_FIREREADY ) && !pSoldier->fTurningFromPronePosition ) || pSoldier->ubBodyType == ROBOTNOWEAPON || pSoldier->ubBodyType == TANK_NW || pSoldier->ubBodyType == TANK_NE )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("TurnSoldier: EVENT_InitNewSoldierAnim") );
EVENT_InitNewSoldierAnim( pSoldier, SelectFireAnimation( pSoldier, gAnimControl[ pSoldier->usAnimState ].ubEndHeight ), 0, FALSE );
pSoldier->fTurningToShoot = FALSE;
@@ -5744,6 +5747,7 @@ void AdjustAniSpeed( SOLDIERTYPE *pSoldier )
void CalculateSoldierAniSpeed( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pStatsSoldier )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"CalculateSoldierAniSpeed");
UINT32 uiTerrainDelay;
UINT32 uiSpeed = 0;
@@ -5924,6 +5928,7 @@ void SetSoldierAniSpeed( SOLDIERTYPE *pSoldier )
{
SOLDIERTYPE *pStatsSoldier;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"SetSoldierAniSpeed");
// ATE: If we are an enemy and are not visible......
// Set speed to 0
@@ -8125,6 +8130,7 @@ void SendChangeSoldierStanceEvent( SOLDIERTYPE *pSoldier, UINT8 ubNewStance )
void SendBeginFireWeaponEvent( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SendBeginFireWeaponEvent"));
EV_S_BEGINFIREWEAPON SBeginFireWeapon;
SBeginFireWeapon.usSoldierID = pSoldier->ubID;
@@ -9189,6 +9195,7 @@ void GivingSoldierCancelServices( SOLDIERTYPE *pSoldier )
void HaultSoldierFromSighting( SOLDIERTYPE *pSoldier, BOOLEAN fFromSightingEnemy )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("HaultSoldierFromSighting") );
// SEND HUALT EVENT!
//EV_S_STOP_MERC SStopMerc;
+2 -1
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@@ -1851,7 +1851,7 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
void ResolveInterruptsVs( SOLDIERTYPE * pSoldier, UINT8 ubInterruptType)
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"ResolveInterruptsVs");
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ResolveInterruptsVs: Soldier ID = %d, APs = %d",pSoldier->ubID,pSoldier->bActionPoints));
UINT8 ubTeam, ubOpp;
UINT8 ubIntCnt;
UINT8 ubIntList[MAXMERCS];
@@ -1901,6 +1901,7 @@ void ResolveInterruptsVs( SOLDIERTYPE * pSoldier, UINT8 ubInterruptType)
switch (pOpponent->bInterruptDuelPts)
{
case NO_INTERRUPT: // no interrupt possible, no duel necessary
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("ResolveInterruptsVs: No interrupt for opponent %d", pOpponent->ubID ) );
fIntOccurs = FALSE;
break;